3s New Player FAQ // Directions -- START HERE

it’s not nearly so simple. its just more confidence in the system as a whole and in your knowledge of characters and timings. The more you know the more control you have. Being in the air doesn’t make you unable to defend yourself so it’s a lot less of a liability and more of just a tactical difference in options. You give up blocking and gain other benefits.

Series of dumb questions collected for your inconvenience

So is there an ‘ease of use’ tier list? I’m ‘maining’ Q for right now, but I’m afraid that’s going to crack the second I go online. (I was so sure I was going to main Sheeva in MK9, and that went poorly :frowning: ) I’m trying to be a character-selection hipster and avoid shotos.

What determines the length of a parry? Like, parrying a Shinkuu-Hadouken and some of the other multi-hit moves feels like it’s the same timing, but parrying Oro’s Giant Ball of Fuck in trial mode is super-quick.

Is it possible to input a red parry too fast, ie do you have to wait for the end of the block animation, or what?

One of Q’s combo trials goes:
Capture & Deadly Blow -> Jab (hold) Charge Punch -> Regular Jab Charge Punch

I can only get the second hit to work on shotos, is that correct? And I can’t get the last hit to work at all because I don’t have the charge for it, what’s up with that? Just strict timing or is there a magic trick I don’t know?

I’m looking at getting a PDP fight pad for this game, is there any really serious reason why I shouldn’t (is there any sort of absolutely necessary uber-technique that requires a stick)?

  • Length of a parry? You mean the timing? If that’s the case, then most of them have pretty much the same timing. Oro’s EX SA2, Remy’s SA1 and Ibuki’s SA1 just require you to mash forward as fast as you can. For those Supers with slightly different timing, it’s not too hard to figure them out. Just practice. :V

  • You parry while you’re in blockstun. The timing is like 2 frames, so I don’t think you’ll be able to “input it too fast”. If anything you’ll probably input it too early.

  • You hold back WHILE you do the overhead Charge Punch. You have plenty of time to be able to get the charge in. You can do b, f, b+LP(hold) for the Overhead Punch so that you have more time to store the charge for the 2nd punch though.

The C&DB->Overhead Dash->Dash Punch juggle works on Shotos, Dudley, Elena, Chun, Makoto, Ibuki, Oro and the Twins.

HK C&DB->LP Overhead->LP Dash Punch works on Shotos, Dudley, Elena and Chun.

For Makoto you have to do MK C&DB->LP Overhead->LP Dash Punch.

For Oro, Ibuki, and Twins you have to do the Makoto juggle or you can do HK C&DB->MP Overhead->LP Dash Punch.

  • It’s personal preference really, but Q is easier to handle on a stick, in my opinion. His C&DB juggles are gonna be tough to do on the dpad, for starters.

this game is a way different beast than SF4 or SF 2 for that matter and i suck at it. I have too many games on my plate so I’m gonna stick to only learning Hugo.

What is the freaking game plan here? I see vids of Kuroda or Hayabu or some weird name doing all kinds of wild shit like jump in parry or parry jump in into 360. are they just buffering the motion with the parry? and there has to be more to the character than just that… saw some random video online of a guy doing some HEFTY damage with combos that didn’t look too difficult (albeit idk) but yeah man. how the hell do you compete against rush down with a character like hugo…

Quick question:
I just learned that taunting actually benefits your character with better defense, stun recovery, damage output etc., depending on who you use.
I’ve seen most Ken players do it after SA3 with me using Chun I’ll SJ into FP or MK stomp after SA2 to get extra damage and pressure so when would using her Taunt be most viable?

Chun’s taunt isn’t really viable because of the very long recovery state. Her worthwhile stat boosts like +defense or +attack come out at random, depending on what her follow up action is after yawning(cracking her neck, stretching her back).

Feel free to flame me, but I haven’t found a lot of good sources for Urien info outside Youtube. I know he needs charge partitioning and charge buffering, but even things like simple combos and strats I have no idea where to look since the SRK Wiki and the EH guides for Urien aren’t too good.

Check the Urien subforum. There’s a ton of stuff there.

Stupid question about the mechanics/controls… Since there is no button display in practice I’m having problems evaluation what the problems in my execution are. Primarily in combos.

Combos are more difficult in this game than MvC/SF4/MK, but I’m trying to put my finger on exactly why. Is it that the joystick motions are more sensetive? Or is it that the timing windows are tighter?

And I’m having a lot of trouble being consistent with the “super art” motions, even though they are the same as SF4. Do you have to go back to neutral between the motions or something? And I know you can do for example, qcf+p qcf+k combo for hadoken/super on Ken for example (amoung other characters) but I’m having problems executing those too. Is it a strict timing window for the super? Do you need to do it really fast or an intentional delay?

the timing windows are tighter and the buffer windows are smaller.

just make sure you are doing the motion, then vary the speed you do it until it comes out consistently…

I can perform supers fine in practice, but I’m still bad in combos… in real games I can barely even pull them off normally (in a combo or even outside a combo)… duno what my problem is.

Sucks that I’m better off sticking to normals, because if I attempt a super art it only works about 1/10 of the time, and I end up just getting myself killed every damn time. F’n Pathetic.

how do i not get raped by ken in the corner as makoto?

the only time i can is if in the middle of a block string he tries to jump and i dash out, but the better kens i’ve played sit there and out prioritize me with c.mp, c.mk, hk, IO, etc. I feel like the only thing makoto can do in that situation is parry or wait for the jump / punish a whiffed attack (which is actually really hard to do)

I’m not sure how you’re doing stuff but when I go to punish a whiff or blocked something with say cr.mk to shinkuu I do the first qcf as part of my crouch and as I’m hitting mk I’m already doing the second qcf then hitting punch.

Try and play around with your timing a bit and see how long you can stretch out the inputs. You may just be trying too hard and goofing yourself. I do that often when I’m trying to practice something and I think too hard. Like doing Urien tackle combos. When I look away or basically do it lazily I hit it 7/10 times, when I focus I fuck up repeatedly because I’m trying too hard.

Here’s a helpful/entertaining video for beginners that goes over some of the basics of the game. It gives explanation and also shows you the inputs so you can get an idea of what your timing should be like. It has some great instruction on kara throwing including the input for specific characters. Skip to the 2 minute mark for the actual tutorial.

[media=youtube]O5twy_2fifs[/media]

I’m not advocating using this as a go-to in every situation, but waking up with a command grab can catch people off guard. It has quite a lot of priority in this game. Otherwise you are in fact better off just blocking for a while until you see something you can react to.

Any advice for someone who has really only played nothing but MvC3? I had the SF anniversary collection for PS2 back in the day and loved playing 3S on it, but that was a long time ago and I didn’t have the knowledge about things like frames, mix-ups, and all the technical things that make fighting games what they are. I find myself constantly trying to chain attacks together and can’t for the life of me execute the double QCF motion that the SA require on my TE stick. I was forced to go to a pad and can do them on it much easier. Any recommendations for a good starter character to learn the basics? I’m going to watch C-Royd’s videos and get in some practice for the time being.

Can you execute dante’s hammer in mvc3? If yes, it’s more or less the same thing except you don’t need to press the button twice

Never played Dante. :shake:

Boooo you’re missing out :frowning:

Anyway, the majority of people agree that Yang or Ken is a good start to just get a feel for how the game is, since neither of them are really that complicated.

Back to executing supers, try this with Ryu (SA1)

Do two fireballs in a row as fast as you can (pretend he has no recovery) and what you should get is a fireball cancelled into a super

Then try doing low forward, and then that

Then try low forward and do the motion, but don’t input the punch for the first fireball

Once you get accustomed to the speed it’s all butter from there

Thanks man. Really appreciate the tips. I think it’s that I’ve just been so used to how one game plays, trying something that is totally different is going to take some time and practice.